Table of Contents

Class LoreObject

Namespace
FishMMO.Shared
Assembly
FishMMO.Shared.dll

Lore object interactable that displays a UILore window on interaction. Optionally provides immediate unlocks of known base abilities, ability events, and/or items. Configured via a LoreObjectTemplate ScriptableObject asset.

[RequireComponent(typeof(SceneObjectNamer))]
public class LoreObject : Interactable, ISpawnable, ILoreObject, IInteractable, ISceneObject
Inheritance
Object
Component
Behaviour
MonoBehaviour
NetworkBehaviour
LoreObject
Implements
Inherited Members
NetworkBehaviour.IsSpawned
NetworkBehaviour.ComponentIndex
NetworkBehaviour.NetworkObject
NetworkBehaviour.MAXIMUM_NETWORKBEHAVIOURS
NetworkBehaviour.UNSET_NETWORKBEHAVIOUR_ID
NetworkBehaviour.ToString()
NetworkBehaviour.Reset()
NetworkBehaviour.OnValidate()
NetworkBehaviour.IsBehaviourReconciling
NetworkBehaviour.ClearReplicateCache()
NetworkBehaviour.CreateReconcile()
NetworkBehaviour.Reconcile_Reader<T>(PooledReader, ref T)
NetworkBehaviour.OnStartServerCalled
NetworkBehaviour.OnStartClientCalled
NetworkBehaviour.OnStartNetwork()
NetworkBehaviour.OnStopNetwork()
NetworkBehaviour.OnStopServer()
NetworkBehaviour.OnOwnershipServer(NetworkConnection)
NetworkBehaviour.OnSpawnServer(NetworkConnection)
NetworkBehaviour.OnDespawnServer(NetworkConnection)
NetworkBehaviour.OnStartClient()
NetworkBehaviour.OnStopClient()
NetworkBehaviour.OnOwnershipClient(NetworkConnection)
NetworkBehaviour.ClearBuffedRpcs()
NetworkBehaviour.ExcludeOwnerFromUnbufferedObserversRpcs
NetworkBehaviour.IsClientOnly
NetworkBehaviour.IsServerOnly
NetworkBehaviour.IsHost
NetworkBehaviour.IsClient
NetworkBehaviour.IsServer
NetworkBehaviour.IsDeinitializing
NetworkBehaviour.NetworkManager
NetworkBehaviour.ServerManager
NetworkBehaviour.ClientManager
NetworkBehaviour.ObserverManager
NetworkBehaviour.TransportManager
NetworkBehaviour.TimeManager
NetworkBehaviour.SceneManager
NetworkBehaviour.PredictionManager
NetworkBehaviour.RollbackManager
NetworkBehaviour.NetworkObserver
NetworkBehaviour.IsClientInitialized
NetworkBehaviour.IsClientStarted
NetworkBehaviour.IsClientOnlyInitialized
NetworkBehaviour.IsClientOnlyStarted
NetworkBehaviour.IsServerInitialized
NetworkBehaviour.IsServerStarted
NetworkBehaviour.IsServerOnlyInitialized
NetworkBehaviour.IsServerOnlyStarted
NetworkBehaviour.IsHostInitialized
NetworkBehaviour.IsHostStarted
NetworkBehaviour.IsOffline
NetworkBehaviour.IsNetworked
NetworkBehaviour.GetIsNetworked()
NetworkBehaviour.IsManagerReconciling
NetworkBehaviour.Observers
NetworkBehaviour.IsOwner
NetworkBehaviour.IsController
NetworkBehaviour.HasAuthority
NetworkBehaviour.Owner
NetworkBehaviour.OwnerId
NetworkBehaviour.ObjectId
NetworkBehaviour.LocalConnection
NetworkBehaviour.OwnerMatches(NetworkConnection)
NetworkBehaviour.Despawn(GameObject, DespawnType?)
NetworkBehaviour.Despawn(NetworkObject, DespawnType?)
NetworkBehaviour.Despawn(DespawnType?)
NetworkBehaviour.Spawn(GameObject, NetworkConnection, Scene)
NetworkBehaviour.Spawn(NetworkObject, NetworkConnection, Scene)
NetworkBehaviour.RemoveOwnership()
NetworkBehaviour.GiveOwnership(NetworkConnection)
NetworkBehaviour.GetInstance<T>()
NetworkBehaviour.TryRegisterInstance<T>(T)
NetworkBehaviour.UnregisterInstance<T>()
NetworkBehaviour.CanLog(LoggingType)
MonoBehaviour.IsInvoking()
MonoBehaviour.CancelInvoke()
MonoBehaviour.StopCoroutine(Coroutine)
MonoBehaviour.StopAllCoroutines()
MonoBehaviour.destroyCancellationToken
MonoBehaviour.useGUILayout
MonoBehaviour.didStart
MonoBehaviour.didAwake
MonoBehaviour.runInEditMode
Behaviour.enabled
Behaviour.isActiveAndEnabled
Component.GetComponent<T>()
Component.TryGetComponent<T>(out T)
Component.GetComponentInChildren<T>()
Component.GetComponentsInChildren<T>()
Component.GetComponentInParent<T>()
Component.GetComponentsInParent<T>()
Component.GetComponents<T>()
Component.GetComponentIndex()
Component.CompareTag(TagHandle)
Component.transform
Component.transformHandle
Component.gameObject
Component.tag
Object.GetEntityId()
Object.GetInstanceID()
Object.GetHashCode()
Object.InstantiateAsync<T>(T)
Object.InstantiateAsync<T>(T, Transform)
Object.InstantiateAsync<T>(T, Vector3, Quaternion)
Object.InstantiateAsync<T>(T, Transform, Vector3, Quaternion)
Object.Instantiate(Object, Vector3, Quaternion)
Object.Instantiate(Object, Vector3, Quaternion, Transform)
Object.Instantiate(Object)
Object.Instantiate(Object, Scene)
Object.Instantiate<T>(T, InstantiateParameters)
Object.Instantiate<T>(T, Vector3, Quaternion, InstantiateParameters)
Object.Instantiate(Object, Transform)
Object.Instantiate<T>(T)
Object.Instantiate<T>(T, Vector3, Quaternion)
Object.Instantiate<T>(T, Vector3, Quaternion, Transform)
Object.Instantiate<T>(T, Transform)
Object.Destroy(Object)
Object.DestroyImmediate(Object)
Object.DontDestroyOnLoad(Object)
Object.DestroyObject(Object)
Object.FindObjectsOfType<T>()
Object.FindObjectsByType<T>(FindObjectsSortMode)
Object.FindObjectsByType<T>(FindObjectsInactive, FindObjectsSortMode)
Object.FindObjectOfType<T>()
Object.FindFirstObjectByType<T>()
Object.FindAnyObjectByType<T>()
Object.FindFirstObjectByType<T>(FindObjectsInactive)
Object.FindAnyObjectByType<T>(FindObjectsInactive)
Object.FindObjectsByType<T>()
Object.FindObjectsByType<T>(FindObjectsInactive)
Object.name
Object.hideFlags

Fields

AchievementTemplate

Achievement to increment when a player discovers this lore object.

public AchievementTemplate AchievementTemplate

Field Value

AchievementTemplate

Template

Template defining the lore text and optional ability/item grants.

public LoreObjectTemplate Template

Field Value

LoreObjectTemplate

Properties

Title

Display title shown above the lore object.

public override string Title { get; }

Property Value

string

TitleColor

Title color for the lore object UI label.

public override Color TitleColor { get; }

Property Value

Color

Methods

CanInteract(IPlayerCharacter)

Returns true if the specified player character may interact with this object.

public override bool CanInteract(IPlayerCharacter character)

Parameters

character IPlayerCharacter

The player character attempting to interact.

Returns

bool

True if interaction is allowed, false otherwise.

Remarks

A pure question with no side effects. It used to stamp the character's interact rate-limit as part of answering, which made it unusable as a check: the scene server, the quest system and the client's input handler all call it, and each call silently consumed a limiter meant for one of the others. A quest accepted within the limiter's window of the interaction that opened the dialogue was refused by a debounce nobody intended to spend, and the refusal path sends nothing back — so the player saw a dead keypress. Spend the limiter explicitly with TryConsumeInteractRateLimit(IPlayerCharacter).

OnAwake()

Called when the object is awakened. Override to implement custom initialization logic.

public override void OnAwake()

ResetState(bool)

Drops the claim record when this instance returns to the pool.

public override void ResetState(bool asServer)

Parameters

asServer bool

True when the reset is for the server instance.

TryConsumeItemGrant(long)

Claims this character's one-time item grant, returning false if they already took it.

public bool TryConsumeItemGrant(long characterID)

Parameters

characterID long

The character reading the lore object.

Returns

bool

True when the grant was unclaimed and is now recorded as taken.

Remarks

GrantItems had no repeat guard of any kind. The ability and ability-event grants beside it are idempotent because the controller already knows what the character has learned, but items have no such memory — so re-reading a lore object handed out the whole item list again, as fast as the one-second interaction debounce allowed. Any lore object with an item on it was an unbounded item source.

Scope: per character, per lore object, for the lifetime of the server process. The record lives on the lore object in the scene and is not written to the database, so a restart lets each character claim once more. That is the same latitude every other piece of interactable world state in this project already takes — gathering node charges, capture point ownership, shrine cooldowns — and it turns an unbounded faucet into a single grant per restart, which is not farmable. Making it survive restarts needs a per-character discovery table; when that exists this is the one call site to change.